Gaming Naturally is more Fun Together: the Influence of Controller Type on Player Experience Vero Vanden Abeele Brian J. Gajadhar Bob De Schutter e-Media Lab – Eindhoven Univ. of Technology, Human -Technology Interaction P.O. Box 513, 5600 MB Eindhoven, the Netherlands e-Media Lab – Groep T Hogeschool Leuven Affiliate with CUO Vesaliusstraat 13 3000 Leuven, Belgium +32 16 30 10 30 vero.vanden.abeele@groept.be Groep T Hogeschool Leuven phone: +31 40 2475810 Affiliate with CMC Vesaliusstraat 13 3000 Leuven, Belgium +32 16 30 10 30 B.J.Gajadhar@tue.nl bob.de.schutter@groept.be IPO building, Room 0.15 ABSTRACT Gaming via natural mapping has proved immensely popular, exploiting a direct relation between the physical actions of the gamer and the virtual response within the game world. Most research on the player experience of gaming via natural mapping has been done in a solo-setting. In this paper, we investigate the benefits of gaming via natural mapping in a social setting of colocated co-players. Via a combination of an experimental design and laddering interviews (n=84), we study the player experience of a classic controller versus a steering wheel controller when playing in dyads. Results are in line with solo-setting studies, supporting the hypothesis that gaming via natural mapping augments spatial presence. Furthermore, the results suggest that gaming via natural mapping is preferred when social fun is the highest motivation for users to engage in. However, when users are in a highly competitive setting, the traditional controller is preferred since it provides users with more control. Categories and Subject Descriptors H.5.2 [Information Interfaces and presentation]: User Interfaces (D.2.2, H.1.2, I.3.6) – Input devices and strategies, Interaction styles, Evaluation/Methodology. General Terms Measurement, Design, Experimentation, Human Factors, Theory Keywords Natural mapping, spatial presence, social presence, player experience, experimental design, laddering, GEQ, SPGQ. 1. INTRODUCTION In the past years, there has been a surge in game controllers that Permission to make digital or hard copies of all or part of this work for personal or classroom use is granted without fee provided that copies are not made or distributed for profit or commercial advantage and that copies bear this notice and the full citation on the first page. To copy otherwise, or republish, to post on servers or to redistribute to lists, requires prior specific permission and/or a fee. Conference’04, Month 1–2, 2004, City, State, Country. Copyright 2004 ACM 1-58113-000-0/00/0004…$5.00. allow players to play in a more natural way. Sales figures of the Nintendo Wii game console and its WiiMote, and similar game controller devices such as guitars (e.g. Guitar Hero), camera’s (EyeToy), bongos (e.g. Donkey Konga), dance mats (e.g. Dance Dance Revolution), etc. are impressive. The shift from singlebutton joy sticks to a variety of these new type of controllers provides a clear example of how digital gaming has changed over a short period of time. What these controller devices and related games have in common is that they offer a more natural way of controlling the game, i.e. they exploit a direct relation between the physical actions of the gamer and the virtual response within the game world. A player that swings a bat in the real world, swings his virtual bat as well. This similarity between the movements of controls in the virtual & real world and the result in both worlds, is defined as natural mapping [16:23]. Natural mapping takes advantage of physical analogies between the gamer in the real world and the actions within the virtual mediated world. Some researchers have studied the potential of gaming via natural mapping, addressing the opportunities for an altered player experience, e.g. Skalski, Tamborini & Shelton [21] manipulated the type of controller - either a steering wheel, gamepad, joystick or keyboard- playing a racing game. Their results show that more natural mapping - rated by participants as higher perceived controller naturalness - leads to increased spatial presence and higher game enjoyment. For instance, using a steering wheel to control a race car was found to be more fun and to provide more spatial presence, as compared to using the other controllers. Spatial presence refers to the sense of ‘being there’ or the degree of being physically located in the virtual environment, resulting in feelings of immersion and involvement [23]. Yet, surprisingly, Skalski et al. did not find support for the hypothesis that it is spatial presence predicts game enjoyment. Similar to Skalski et al., Bianchi-Berthouze and colleagues [1,2,3,10] conducted a series of experiments to investigate how natural mapping - by using body movements - creates engagement in digital game play. In their experiments participants played Guitar Hero with either a guitar-shaped controller or with a classic game pad. Their results revealed that again that participants playing with the guitar controller reported higher game engagement and a higher feeling of presence in the digital world. Both the experiments of Bianchi-Berthouze et a. and of Skalski et al. lend support to the hypothesis that natural mapping augments spatial presence and possibly game enjoyment. Johnson et al. [8] studied the appeal of natural mapping as well, again via an experiment where players were given the opportunity to play a game with a standard controller and a physically controlled device (respectively a gun or a surf board). Johnson et al. found that physical controllers are not always preferred. In the case of the surf board controller, males and more experienced users consistently preferred the standard controller for offering more control, while females and less experienced users were more equivocal in their ratings. From a qualitative study of post hoc interviews, four major themes appeared regarding playing with these controllers that exploit natural mapping: ease of control, the amount of fun, the inherent intuitiveness of the controller and the degree of realism engendered by the controller. Interestingly, qualitative and quantitative findings indicated that physically controlled peripherals consistently lead to fun on the part of the user, even when lacking ease of control. Regarding the lack in ease of control, Vanden Abeele et al. [25] came to similar conclusions. In their experiment they compared playing a game with either a standard keyboard or an controller in the shape of a cuddly toy. Manipulations with the cuddly toy were directly mapped onto avatar animations in the game world. Results demonstrated that preschoolers preferred the keyboard over the cuddly toy interface because of a lack of control. In this case, gaming via natural mapping did not increase the usability nor the likeability of playing the game. The studies of Johnson et al. and Vanden Abeele et al show mixed result regarding natural mapping and game enjoyment and suggest that the lack of control might hamper the preference for a game controller that exploits natural mapping. To conclude, the above researchers show different results with respect to gaming via natural mapping and player experience. These differences may be explained by the different controllers that offer different qualities of natural mapping. Skalski et al. relied upon a steering wheel controller [21], Bianchi- Berthouze et al. [3] on a guitar shaped controller, Vanden Abeele et al. [25].used a cuddly toy interface and Johnson et al. [8] used a surf board and a gun. However, differences in results might also be explained by the different operationalizations (and dependent measurement tools) for player experience, respectively as game enjoyment [21], game engagement [3], or likeability [25]. Additionally, the study of Johnson points towards the player experience of controllers that exploit natural mapping as multidimensional and offering different concepts such as fun, realism, intuitiveness and control. 2. PLAYER EXPERIENCE & CONTROLLERS 2.1.1 Multi-dimensional construct According to Gajadhar, de Kort & IIsselsteijn [18], player experience should be subdivided into player involvement and player enjoyment. Player involvement describes a player’s focus and interest during digital play in terms of flow, immersion and engagement while player enjoyment refers to the amount of pleasure relying upon concepts such as positive affect, competence, challenge, and frustration. Ijsselstein, de Kort & Poels developed the Game Experience Questionnaire (GEQ) to evaluate the player experience along seven subscales, namely Positive, Negative Affect, Flow, Sensory Immersion, Frustration, Challenge and Competence. In most literature however, player enjoyment and involvement are treated as a single dimension. For instance Skalski et al. measured game enjoyment as a unidimensional construct asking participants to indicate to which extend they agreed to questions such as: “This was a fun game”. Similarly, Vanden Abeele et al. treated likeability as a unidimensional construct. Yet, the studies of Ijsseltein et al. [6,18] and Johnson et al.[8] demonstrate that the player experience should be treated as a multi-dimensional construct. 2.1.2 Social play Furthermore, the studies above were conducted in a single-player configuration. However, recent studies by Gajadhar, de Kort & IJsselsteijn [6] revealed that playing digital games with co-located co-players is rated more positively than playing against a computer, and playing together in the same room with a person is favored over playing online against the same person over a distance. In line with their results, Mandryk and Inkpen [15] demonstrated the difference in physiological response of the body between playing against a computer and playing against a friend; the presence of a friend results in higher engagement. Similar with these, Ravaja et al. [19] demonstrated that compared to playing against a computer, playing against another human elicited higher engagement, as well as more positively valenced emotional responses. These combined results indicate that co-located game play significantly adds to the game experience. By using controllers based on natural mapping - thus making use of body movements - the visibility of the player actions even increases the opportunity for others to monitor actions, performance and emotions. Dalsgaard & Hansen [5] emphasize that playing games and using highly visible physical player actions transforms gamers into performers/spectators alike. De Kort and IJsselsteijn [11] advocate that these ‘sociality characteristics’ are highly important in gaming and may be crucial when playing games that are controlled on the basis of natural mapping. It therefore is likely to assume that gaming via natural mapping, as compared to gaming via traditional controllers, will affect game enjoyment & involvement by the social presence the feeling of being with others [22]- of co-players even more. Few researchers have experimented with gaming via natural mapping within a social context. In one of the few studies that covered social gaming & natural mapping [14], dyads played a game via Donkey Konga bongos and via a standard controller. Results showed that playing with bongos was more engaging, and social interaction between players was significantly higher. Yet, in a similar setting a follow up study [4] was carried with more game-experienced, male participants playing Dragon Ball Z with the WiiMote. Interestingly, results did not support those of the previous experiment by Lindley et al. Based on self-reports, no significant differences between player engagement were found between the condition with body movement and without. Should these contradicting results be attributed to a difference in gender or due to a different controller? Or due to a different measurement og game enjoyment or social interaction? Clearly, further research efforts remain necessary. 3. AIM OF THE PRESENT STUDY 4.1.1 Participants As discussed, in most player experience studies, player enjoyment & involvement are treated as a uni-dimensional construct. Furthermore, empirical results regarding the benefits of gaming via natural mapping within a social setting are scarce and yield conflicting results. We therefore decide to build upon the experiment of Skalski et al. [21] and refine their experiment by measuring player experience in a comprehensive way in a highly social setting. By including a thorough qualitative study to the experimental results, we aim to study the influence of controller type - on the basis of natural mapping - on player experience in a social setting. 84 participants volunteered to participate in the experiment. They were approached on the university campus. To avoid an overrepresentation of male, computer savvy, game loving players, female students were actively encouraged to participate as well. This resulted in a diverse group of participants with 44 men and 40 women and 43 dyads (21 male-male dyads, 19 female dyads, and 3 mixed gender dyads, the data of two participants was lost). First of all it is supposed that the similar results will be found as in Skalski et al.[21], supporting the hypothesis that gaming via natural mapping augments spatial presence. Second, it is expected that gaming via natural mapping will - besides spatial presence induce more social presence as well than when playing with the classic controller. Third, we hypothesize that playing via natural mapping will be rated as more positive. However, it is expected that by the used of a comprehensive measurement tool (GEQ), results will give a better view on which components of enjoyment and involvement are responsible for this increase in a positive feeling. To further our understanding of the differences in enjoyment, induced by the type of game controller, we conduct post-hoc interview to ask player to explain their preference for either one controller. To summarize, building upon the experiment of Skalski et al., we aim to verify the following hypotheses: 4.1.2 Experimental manipulations Participants entered as pairs and competed against each other in a racing game. They played the game Mario Kart Wii, a racing game developed by Nintendo. The game comes with the Wii Wheel accessory, which is designed to house the Wii Remote to allow for steering via natural mapping. Yet the game was originally designed for playing with a classic game controller and still allows players to choose their preferred mode of controlling. All participants were assigned to play the game in both conditions. In both conditions participants sat in a love seat, approximately 90 cm from each other in front of a Plasma Television screen of 50 inches diagonal. All sessions were recorded by a video camera. The order of the condition (i.e. the order of which controller was played with) was counterbalanced to rule out order effects. After each condition a questionnaire was filled out. The researcher made sure to leave the room once the game was started. After having completed both conditions and the questionnaires, participants were invited for a laddering interview. H1. When gaming via natural mapping, players will experience more spatial presence than when playing with the classic controller. H2. When gaming via natural mapping, players will experience more social presence than when playing with the classic controller. H3. When gaming via natural mapping players will experience differences in game enjoyment RQ. Which differences in gaming via different controllers explain the differences in game enjoyment. Since research [4,14] suggests that differences in gender groups can be found and since this also became apparent in our pilot, we decided to control for gender of dyad in the main experiment. 4. METHOD 4.1 Experimental design To address the research questions and hypotheses above, we conducted an experiment in which self-reports were combined with laddering interviews. An (2 x 3) experimental design was employed with Controller Type (Classic Control vs. Steering Wheel) as within-subjects factor, and Gender of Dyad (Female vs. Male vs. Mixed) as a between-subjects factor. The experiment took place at the e-Media Lab of Group T- Leuven Engineering College. Participants were told that the researchers wanted to understand the player experience.. Figure 1: Research set up. 4.2.1 Self reports Spatial presence was measured via selected items from the ITCSOPI questionnaire [13]. Ten items were taken from Spatial Presence factor. They were translated into Dutch and were, where necessary, slightly adapted to a gaming experience, Cronbach's Alpha is first listed for classic controller, then for steering wheel: .903-.926 Social presence was measured by the Social Presence in Game Questionnaire [33], consisting of three subscales, Cronbach's Alpha is first listed for classic controller, then for steering wheel: Psychological Involvement-Empathy.764-.815, Psychological Involvement-Negative Feelings .592-.698 and Behavioral Engagement .885-.917 Player experience was measured as a multidimensional construct by the Game Experience Questionnaire [32]. It consists of seven subscales, Cronbach's Alpha is first listed for the classic controller, then for the steering wheel: Positive Affect .860 - .770, Negative Affect .679 - .513, Flow .906 - .903, Sensory Immersion .863 - .851, Frustration .775 - .817, Challenge .596 -.648 and Competence .944-.916 Perceived controller naturalness was measured via three items, such as “The way I could operate the game felt natural, The action I had to undertake to control the game were similar to the actions in the real world.” The range of Cronbach's Alpha is first listed for classic controller, then for steering wheel: .531-.781 Perceived control was measured via five items such as “I had a lot of control over the game input device, the game reacted exactly to my actions as I wanted” All items were measured on a five-point scale ranging from strongly disagree to strongly agree. The range of Cronbach's Alpha is first listed for classic controller, then for steering wheel: .768-.808 Demographic data was collected as well (e.g. familiarity with coplayer, age, player performance, prior game experience and gender). 4.2.2 Post-hoc interviews: Laddering The post-hoc interviews were administered according to a laddering procedure. Laddering’ is both a specific depth interviewing technique and a procedure for data analysis [24].The goal of laddering is to understand how users translate the attributes of a product into meaningful associations with the ‘self’, relying on Means-End Theory [7,17]. The goal of laddering interviews is to extract means end chains, or to understand how product attributes (A) have certain consequences (C) or benefits for the user and align with personal values (V). As for this interview procedure, after playing with both controllers the interviewee was first prompted to identify his preferred controller. Next, the interviewer tried to reveal the underlying reason for that choice, by asking interviewee: “What is this choice based upon?” followed by “Why is this important to you?”. In other words, the: interviewee was asked to motivate his/her attribute selection by explaining the related anticipated and favored consequences. This way, the reasons (consequences) why certain attributes were important were revealed, followed by an expression of how these consequences serve personal values. 5. RESULTS Linear Mixed Model Analysis (LMMA) was performed on the self report data – for each perceived control, perceived controller naturalness, spatial presence, social presence and player experience component –, with Gender of Dyad as between subjects and Controller Type as within subjects factor. Since participants played in dyads – and dyadic data is dependent – intra-class correlations were analyzed. Because correlations were non-significant it was decided not to use dyadic data analysis [9]. Laddering interviews were transcribed and axial coding was used for arriving at core concepts for attributes, consequences and values. Individual ladders were decomposed and reassembled into dominant means-end chains. These chains were reconstructed at the aggregate level, based on the number of direct and indirect links to relations to other elements in the ladders, relying on specific cut-off values that yield dominant perceptual orientations. Detailing the step-by-step process that was involved in this laddering study, is beyond the scope of this paper, but is according to the procedure in [20] and described in more detail in [24]. 5.1 Self-reports 5.1.1 Perceived control & controller naturalness Figure 1 presents the scores on the perceived control and the perceived controller naturalness scale for Controller Type. The analysis revealed a significant trend for Controller Type on both perceived control (F(1,81) = 8.93; p<.01) and perceived controller naturalness (F(1,81) = 22.02; p<.001). 4 Perceived_Control Perceived_Controller_Naturalness 3 Experience 4.2 Measurement instruments 2 1 0 Classic Control Steering Wheel Controller Type Figure 1: Experience of perceived control and perceived controller naturalness as a function of Controller Type (0 = not at all, 4 = extremely; SE indicated in graph). Participants indicated to perceive the classic controller as more controllable (MCLASSIC = 3.5 (0.1)) than the steering wheel (MSTEER = 2.8 (0.1)). However, controlling the game with the steering wheel (MSTEER = 2.9 (0.1)) was perceived as more natural than with the classic controller (MCLASSIC = 2.2 (0.1)). 5.1.2 Spatial & Social Presence 4 SPGQ_Ps_Inv_Empathy ITCSOPI_SpatialPresence 4 Player Experience Figure 2 presents the score on the presence scale for ITCSOPISpatial Presence (ITCSOPI-SP) and SPGQ-Psychological Involvement Empathy (SPGQ-PIE). There is a small but significant difference in Controller Type on ITCSOPI-SP (F(1,81) = 10.69; p<.01) and on SPGQ-PIE (F(1,81) = 8.72; p<.01). A steering wheel (MSTEER = 2.5 (0.1)) induces a higher sense of spatial presence than a classic controller (MCLASSIC = 2.3 (0.1)). Similarly, playing with the steering wheel (MSTEER = 2.0 (0.1)) leads to higher experience of SPGQ-PIE than playing with a classic controller (MCLASSIC = 1.8 (0.1)). No significant effects were found for other social presence subscales. GEQ_Flow GEQ_Competence GEQ_Challenge GEQ_Frustration 3 2 1 0 Classic Control Steering Wheel Controller Type Presence 3 Figure 3: Intensity of player experience as a function of Controller Type (0 = not at all, 4 = extremely; SE indicated in graph). 2 5.1.4 Gender of Dyad effects Figure 4 shows (marginal) significant main effects for Gender of Dyad on SPGQ-PIN (F(2,81) = 3.36; p<.04), SPGQ-PIE (F(2,81) = 12.19; p<.001), GEQ-Competence (F(2,81) = 11.59; p<.001), GEQ-Positive Affect (F(2,81) = 2.70; p<.08), and perceived control (F(2,81) = 3.99; p<.03). 1 0 Classic Control Steering Wheel Controller Type Figure 2: Intensity of spatial and social presence as a function of Controller Type (0 = not at all, 4 = extremely; SE indicated in graph). 5.1.3 Player experience Figure 3 shows a main effect of Controller Type on GEQCompetence (F(1,81) = 6.92; p<.01), GEQ-Challenge (F(1,81) = 4.02; p<.05), GEQ-Flow (F(1,81) = 5.75; p<.02) and GEQFrustration (F(1,81) = 4.00; p<.05). Participants felt more competent with the classic controller (MCLASSIC = 1.7 (0.2)) than with the steering wheel (MSTEER = 1.4 (0.2)). They experienced less challenge with a classic controller (MCLASSIC = 1.2 (0.2)) than with a steering wheel (MSTEER = 1.5 (0.2)). They furthermore indicated to experience slightly more flow when a classic controller (MCLASSIC = 2.1 (0.2)) than when a steering wheel (MSTEER = 2.0 (0.2)) was used. Similar as the decrease in competence and flow, players also reported less frustration with the steering wheel (MSTEER = 0.3 (0.1)) than with the classic controller (MCLASSIC = 0.4 (0.1)). No significant effects were found for other GEQ subscale (positive affect, negative affect and sensory immersion). Figure 4: Intensity of experience as a function of Gender (0 = not at all, 4 = extremely; SE indicated in graph). Within the mixed (M = 1.3 (0.3)) and male (M = 1.2 (0.2)) groups far more negative feelings were experienced toward the co-players than in the female groups (M = 0.8 (0.1)). However, in the mixed groups (M = 2.6 (0.1)) a bit more empathy was felt for the coplayer than in female groups (M = 2.1 (0.1)) and far more empathy than when only men are playing (M = 1.6 (0.1)). Furthermore, participants in male groups (M = 2.0 (0.1)) felt more competent than those in female (M = 1.1 (0.1)) or mixed (M = 1.2 (0.2)) groups, and more fun was experienced by participants in mixed (M = 3.3 (0.1)) groups than in male (M = 2.7 (0.1)) or female (M = 2.7 (0.1)) groups. Also more control over the game was perceived by participants in mixed gender (M = 3.7 (0.2)) groups than in male (M = 3.2 (0.1)) or female (M = 2.9 (0.1)) groups. Additionally, the analysis revealed (marginal) significant interaction effects for Controller Type with Gender of Dyad on perceived controller naturalness (F(2,81) = 3.77; p<.03), SPGQPIN (F(2,81) = 3.10; p<.06), and GEQ-Challenge (F(2,81) = 2.45; p<.10). 5.2 Laddering 132 ladders were decomposed in an implication matrix to chart how often a core concept was linked directly or indirectly to another core concept. From this implication matrix, a hierarchical value map (HVM) was constructed, which maps dominant meansend chains between controller types, associated attributes, consequences or benefits and values (figure 8). From this HVM, the dominant perceptual orientations can be derived. Results from the HVM demonstrate that attributes, benefits, and values which define preferences, are fundamentally different for the different type of controllers. The means-end chains for a Classic Controller provide the concrete attribute of ‘similarity with other game controllers’, which links to the abstract attribute ‘precision’, and the functional consequences ‘offering more control’ and ‘having more experience’. Both are linked to ‘ease’ and result in the psychosocial consequences of yielding ‘a better performance’ and finally are linked to the value of ‘being the best’. For the Steering Wheel, more diverse chains are derived from the laddering analysis. The dominant perceptual orientation demonstrates that the concrete attribute of ‘body movement’ gives way to abstract attributes such as ‘funny’, ‘novel’, ‘real or natural’ and ‘less precise’. Interestingly, the benefit of ‘being less precise’ and ‘less control’ which makes playing the game ‘harder’, results in ‘being equally good’ and in ‘laughing and having a good time’, and finally supports the value of ‘being social’. Figure 5 - The hierarchical value maps dominant means-end chains between controller types, associated attributes, consequences or benefits and values. 6. DISCUSSION 6.1 Player experience and Presence In line with Skalski et al. [21], analyses revealed that - also in social settings - playing via the steering wheel augments perceived controller naturalness. Yet, as suggested by Johnson et al. [8] and Vanden Abeele et al [25], playing via the steering wheel does not augment perceived control. In fact, based on selfreports and laddering interviews, we may conclude that gaming via the steering wheel decreases perceived control. Furthermore, our results reveal that social gaming via natural mapping augments spatial presence, in line with [21,3]. Players reported significantly more spatial presence when playing with the steering wheel than when playing with the classic controller. Additionally, it was expected that playing via natural mapping would induce more social presence as well, than when playing with the classic controller. In line with [6] results show only a slight increase in social presence for psychological involvementempathy. We demonstrate that enjoyment is sensitive to controller type, also in a social setting. However, our results also reveal which components of enjoyment are influenced: competence, challenge, flow and frustration. In general, the differences in controller type were small, nevertheless players felt more competent with the classic controller and experienced more flow and less challenge, yet more frustration. The decrease in competence and flow and increase in challenge with the steering wheel may be a result of the decrease of participants' perceived control. Strangely, playing with the steering wheel induces less frustration. We believe that frustration here can be equated with hard fun. Lazarro [12] explains that it is perfectly imaginable that a gamer that expresses deep frustration during game play shouting “I hate it, I hate it, I hate it” in the end gives the game a positive rating [12]. In this case frustration might also be an indication of hard fun or involvement in the game. 6.2 Gender of dyad effects Since the pilot showed differences in gender, it was decided to control for this in the main experiment. For gender of dyad, far less negative feelings toward their co-players were experienced by participants in mixed groups when steering wheels were used then when the classic controller was used. Similar, mixed dyads show more empathy for the co-players than female dyads, which again show more empathy for their co-players than their male dyads when playing with the steering wheel. Interestingly, in mixed dyads more positive affect and perceived control was experienced than in the other groups; also less competence was experienced. These findings suggest that playing in a mixed gender group is different than playing in a male or female group. Little research has been done on the effect of mixed dyads on the experience of game play. Anderson et al. [36] report on the distinct influences of female observers versus male observers on male players, which seem to be consistent with stereotypic gender roles. They found female observers to offer a nurturing presence on males in mixed gender dyads, while male observers seem to be a competitive presence on males during video game play. In our research we did not have observers but fellow players. However as Dalsgaard & Hansen [26] point out, in the case of gaming via natural mapping, we are all simultaneously observers and performers. We therefore cautiously suggest that similar effects might be at work in the present study. Male dyads tend to be oriented more towards competition and value ‘being the best’. These motivation reinforces the importance of higher (perceived) control and resulting competence. In mixed dyads, the presence of a female player/observer, the competitive nature changes and this motivation for being the best no longer holds true for players. Instead, the ‘being social’ motivation is perhaps reinforced. Indeed social presence is highest in mixed dyads as well as game enjoyment. 8. LIMITATIONS As a final note, the authors realize the same experiment with other controllers offering natural mapping and/or other games, may induce other results. We recommend to elaborate further on our results, regarding other controllers and games. Furthermore, we acknowledge the small number of mixed dyads. Due to this small sample size significance in interaction effects (gender of dyad & controller type) were not reached, although they seem plausible considering some (non-included) results. To reduce the standard error, we recommend enlarging the sample size in future research to verify this result. 6.3 Social fun Our quantitative and qualitative findings suggest that players preferring a classic controller may be driven more by a desire to win the game (hard fun) while playing via natural mapping supports having fun and being social (social fun) [12]. When playing to win, control becomes a key issue, and players benefit less from gaming via the steering wheel. 9. ACKNOWLEDGEMENTS This finding also indicates that the different types of motivation for playing are not to be seen as stable traits within individuals, as one player can change his motivation for play depending on the situational (social) context. Male players within mixed dyads switch from a more achieving game play mode to a more social game play mode. This is supported by the results from the laddering interviews. The same players often mentioned both values (being social or being the best), explaining that they could not really choose one over the other. However, they indicated that their decision would depend on the social context. When playing alone they would prefer the classic controller; when playing with friends the steering wheel would be preferred. The benefits of the gaming via natural mapping (such as less control, novelty, and humor) seem to suggest opting for ‘social’ game play, rather than playing to win. It is remarkable that less control and precision is actually reported as a benefit. According to the laddering interviews, less control ensures that players are equally good, and brings social fun into the game. 1. Berthouze, N. Body Movement as a Modality for supporting Positive Experience in HCI. Exertion Interface WS (2008). 2. Bianchi-Berthouze, N., Cairns, P., Cox, A., Jennett, C., and Kim, W.W. On posture as a modality for expressing and recognizing emotions. 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